Majan's Bloghttps://majan22.wordpress.com
A gamer's blogMon, 19 Mar 2018 14:16:05 +0000enhourly1http://wordpress.com/https://secure.gravatar.com/blavatar/6e645a905dd9eaad794d1183e339d95e?s=96&d=https%3A%2F%2Fs2.wp.com%2Fi%2Fbuttonw-com.pngMajan's Bloghttps://majan22.wordpress.com
Time to clean things up!https://majan22.wordpress.com/2014/12/30/time-to-clean-things-up/
https://majan22.wordpress.com/2014/12/30/time-to-clean-things-up/#respondMon, 29 Dec 2014 23:01:10 +0000http://majan22.wordpress.com/?p=1388Game about cleaning. Notconvinced yet? So what about a game about cleaning after alien massacre? As ridiculous as it sounds, cleaning can be fun! If you still not feeling it this game is not for you. But if you do, then this game could steal some precious time from you. It stole from me for sure. So I decided that I will give it even more writing this post in which I will provide some feedback and do some brainstorming about features I would like too see in this game. It is an early access game after all (I do those kind of post to other games not necessarily in beta/afla/EA/whatever you call it state so I still would write it even if it come out) . But even for a game in early state of development it still provides fun not only for those with obsessive-compulsive disorder.

How do I play this game

Before we start I’d like to present you how I play the game so you can understand the perspective from which I say such things. I have played the free preview and finished it fully once or two times. I also played every spinoff but finished fully only shadow warrior one. Only played single player. Hours spent with data from my steam account (I played them in the same order I wrote them, if that matters):

Viscera Cleanup Detail free alpha prototype – ? h

Viscera Cleanup Detail: Shadow Warrior – 3.5 h

Viscera Cleanup Detail: Santa’s Rampage – 1.8 h

Viscera Cleanup Detail – 5.4 h

The way I play this game is just cleaning stuff and absorbing the climate of the game. I don’t know why but I find it extremely easy to immerse. Maybe because it makes much sense? You know “someone have to clean up that shit!”. Aesthetics also help with this. Dark locations with fine lighting which comes that have many colors. I love that combination (just like Christmas lights!). They are appealing to the eye and also strengthen the feel of loneliness which leads to that I have to do this all mess by myself. I find very compelling and very different from what I usually play. Game can actually learn you something. All is on you and you won’t make any progress until you start doing something. Effect won’t be visible immediately, it will be slowly but surely progress and only when you are willing to do you job properly. I also listen to broadcasts/interviews/lectures/musics while playing this game which you also find yourself doing when making big cleaning in real life. That leads to the next part of this post.

Music suggestions

Radio. Game should have feature that puts our mp3s, favorite internet radios or youtube videos into the game. Almost every time when I am playing this game I also play the youtube videos in the background. Adjusting the sound each time is a bit annoying. Also I would like to see the things I’m listening to to be part of the world so when I’m far away from my radio it sounds different. Also the echo from the speakers could be fine addition that would make this world even more real. These are the ways it could be implemented:

We can add our mp3 from hard drive

We can enter any website directly from the game and listen to the things online

We can add music from our steam library

Now how we could listen to it:

Personal bumbox that we could carry around just like in Shadow Warrior spinoff

Tablet/ipod/walkman/wathever that we carry around just like mop and use with headphones at anytime so we can be always sure we can hear everything

Static speakers that we cannot pick up or move around that are spread out across the map

We either would be able to change music at any point with our pocket pilot or have to go to the panels similar to those where we end the game or we would click on the radio to change the music. The bigger panels on the map could also show the current website or just the name of the music.

Gameplay suggestions

I didn’t played all the maps so there is very small possibility that some of the things i suggest below area already in the game. Let’s hope that this isn’t the case. Ok now to the real meat. New tools that could be fun too use in new or even in old maps on new kinds of mess.

Vacuum cleaner – We could collect small things. We have to however change the bag sometimes because it could explode. We couldn’t collect some stuff because they could destroy the bag instantly (glass for example). But maybe it could be used only for pushing multiple things around instead of simply sucking them (bloody parts would still do mess). Or it could be used to suck the air which could be poisoned or just simply smelly. And we would have to use filters which we would have to refill when they run out. After that we could also use air freshener which would also run out eventually. To make things less easy we could have to move the container with bag separately from the handle which would suck stuff to the bag in the container. Also container could have electric cable that needs to be connected for the whole thing to work.

Magnetic cleaner – Used to pick up a lot of small metallic stuff. But makes us slower when we have much stuff. Also being close to bucket or other big metal things isn’t good idea. Maybe even metal walls could attract us when we have collected bigger amount of stuff.

Pressure washer – Used to clean hard to reach places. We would have to refill the water when it runs out. High pressure of the water makes the stuff break to smaller parts so using it especially on flesh garbage isn’t good idea. Also could be limited by the length of the electric cables. Or we would have to carry around the pump and after placing it on the fine spot we would then have to grab the handle. So basically we would have 2 things (or even 3 with electric cable) that would be connected and also we would have to refill one with water from time to time (same as Vacuum cleaner explained before).

Bucket of solvent – We would obtain it in a bucket just like the water. We would have to wet our mop first in it when we would like to remove some hard to clean stuff. Maybe some alien blood? Or some goo that is glued on the wall with parts of human body. When we get rid of the goo there is still flesh mess to take care off. Also we would have to clean our mop with water before we start cleaning. Bucket with water that had mop with solvent in it doesn’t cleans the mop from blood as effectively. So solvent is just another mess that we have to clean after we clean the harder sticky one.

Bucket of polishing liquid – Something similar but only used on glass or wooden floors after they are completely cleaned. Mixing it with blood makes stains bigger. Used to remove scratches and stains. Too much of it makes another stains.

Pruning scissors – Used to trimming the plants. After trimming, plants would leave a lot of mess.

Watering can with fertilizer – Used to make water plants. When we pour out it on the floor it makes stains.

Ultravioletflashlight – Used to see otherwise invisible stains. Instead of flashlight it could be lamp that we could carry around (like we have now but without ultraviolet).

Organic mess – I would like to see things that we would have to kill first. For example plants that we would have to burn or poison first because it could grown on entire map. Killing it also makes a lot of mess. Also maybe rats?

Progression

Usually I am against progression in games. But sometimes it is fun and makes sense to put in. Imo we could have something in VCD too. Those tools I suggested before. Some of them could be exclusive to new maps just like shovel. But some of them would make it easier to play (Vacuum cleaner, Magnetic cleaner, Pressure washer) and those could be granted only after we completely beat the level or entire game. They wouldn’t be available from the start. So we still have a chance to experience the whole toilsomeness of cleaner job. But still we could make it more interesting on next playthroughs.

Serious Sam franchise is probably my favorite. I love it for great coop, ingenious enemies, hard to find secrets, catchy music and simple but not so easy gameplay. Although while all these games have all these cool things, they all also have the same major errors. It is very strange since we already have 4 serious games (7 if you count Xbox and HD versions). I hope this post will help make future sequels even more serious.

LET’S GET SERIOUS

These things makes Sam Stone serious

In this part I will write all features that were in previous games and imo should stay because they are things that makes Serious Sam games awesome.

Really big gameplay feature of Serious Sam is that after shooting enemy for some time he will express his pain. This causes that he will stop shooting or running for a while. All enemies do is run towards you or shoot at you. When you manage to stop them you did great job. Also some enemies have to stop for a while to start shooting at you too. By using this knowledge you can avoid some decent amount of damage. It helps to distinguish veterans from new players. It’s really important to have some simple mechanics which gives opportunity to make some different tactics.

Every weapon have it’s pros and cons. Thus diferent weapons works well with diferent types of enemies. But even when we didn’t use “right” weapon we still can defeat enemy. It’s cool that every weapon have “power” but against some types of enemies its even more useful. Also it’s important that we can switch between weapons fast.

Secrets, secrets, secrets. Its imo third most important pillar of Serious Sam. Those fun to find treasures are right behind loads of enemies and bigass weapons.

Simple weapons. Serious Sam never have complex weaponry but it means that it was bad? Imo its great that theay are simple. We know exactly what every weapon does and how good they are at it. There is no need for peculiarities. Zoom and detonating with RMB or chargeable shoots are acceptable but Serious Sam weapons should be as simple as possible. Thus imo realoding and secondary fire is getting in our shooting way and shouldn’t be in SS game (however infinite ammo weapons like revolvers could have reloading for balance purposes).

Power ups are great feature which also makes multiplayer more interesting. It’s often in dangerous places so there is some kind of risk-reward mechanic which is great. It also makes you think before using it. Nice boost which cannot be wasted. One more think to keep in mind.

Sprint which was introduced in BFE is good. It makes large maps more fun and we can move faster when all enemies are killed and when we want to search for secrets. However you can run from kamikazes (in previous games you have to switch back to Revolvers or Tommy gun to use pain animation in your favor) but imo there is much more advantages from it.

More than two soundtracks to one level introduced in BFE is great idea! Please more of that. Music is big part of Serious. And don’t dare to forget about Undercode!

Multiple animations of dead is another great feature. It makes gunplay much more enjoyable. We can literally feel how hurtful Sam’s hammer hit is. It’s cool to have different feel of each weapon.

“Parkour” introduced in BFE just have to stay. Jumping around for searching secrets makes game more enjoyable because if we get bored of shooting we can always jump for treasures. Also it could find use in multiplayer (shorter but more dangerous ways of reaching weapons, health etc.).

Cutscenes are fun. And it doesn’t matter that after watching them in single player we will skip them in coop almost every time, first time it’s always awesome.

Attack indicator is great feature, especially for a such fast game. We should know from where attacks come from. Game is less frustrating (it let us know what we are doing wrong) and it helps find our enemy faster.

Destroyable environment. Another feature which makes Serious Sam unique and more dynamic. No cover all man.

Setting is one of Serious Sam‘s USP (unique selling point). Not Egypt (which is awesome) but original place which doesn’t occurs in other games too often. Second Encounter was even more awesome because it was more varied in this aspect.

Mods. I’m happy that when almost everyone else get rid of mods from their games, you still give community opportunity to make their own content. Keep it up!

Xbox not HD version have pickup Teasures which give only points. I see no point in deleting them and adding them only to one gamemode. It should be part of the main game. When you looking for secrets and you find none you can always find treasure. Cool mini-secrets which compensate wasted time. All in all we like to collect stuff.

Live system isn’t bad. I liked system from Serious Sam 2 and Serious Sam Xbox where you have to gain points to get new live. It would be cool to have option to turn it on even in single player. Having options is always good.

One of most original features of Serious Sam were “strange gravity” levels. Serious Sam on Xbox (not HD version) have even new part of levels with this feature and it was great! I’m very sad that SS2, HD and BFE doesn’t have these “strange gravity” levels. Another thing which makes Serious Sam unique.

No more sweeten baby

Now to the bad things. We will start with the most frequently repeated.

First of all, start sucks. Every single Serious Sam game have this problem. The start is slow and dissimilarly boring to the rest of the game. This causes that first campaigns are less played in coop and are less fun because we have only weakest weapons. I think that is one of the biggest reasons why the most of the Serious Sam fans didn’t like Serious Sam 2. Game was starting really slowly and the biggest guns were only at the end of the game. When I want to play some of the Serious Sam I never choose first levels. I would expect to have fast game right form the start. To solve this problem you can go in tree ways:

Just make them as fast as rest of the game.

Make more optional secrets that spawn more enemies and more weapons.

Different version of map in coop. It should have more high tier weapons as well as more bigger enemies instead of enemies with more hp as it is now.

AI of enemies is poor. And I’m not saying that it’s bad that they are just chasing us in straight line. I just want to be sure that there is no safe place on the map. No cover all man! Enemies always have to find a way to get me. There shouldn’t be situations where for example Gnaar is running into a truck when I’m on this truck. AI from BFE is better but this problem still occurs.

Staying behind in coop. There is strange behavior from players in coop. They tend to just run to end of the map. This isn’t fun for the rest of the players when they have to end map earlier. And also it’s not point of the game. The point is to kill enemies and seach for secrets. Of course you a better player when you do it faster but speed of doing that is matter of secondary. I have few ideas to fix this:

Game will ask us if we want teleport to teammates if we are far away from them.

Game should require more teamplay even on lower difficulty levels. For example we can only respawn on our teammates and we can respawn only after some time. If everyone die and there is no player to respawn on map will be restarted or all players will respawn in a little earlier part of the map .

If we find secret which have big fight (for example Second round secret from Tower of Babel level in TSE) or someone went to boss room game will ask if we want to teleport there.

Game will start boss fight/end map only when 50%-75% of players are near.

Animations sucks. Seriously there isn’t even falling animation for both players and enemies. However you get better at SS2 and then SS3 (but still those facial animations, gross).

Cutscenes placement is bad. This was most evident in Xbox (not HD) version. Half of the game lacks cutscenes or they are just like *Serious Sam enters into black corridor*. Cutscenes as reward is cool idea but why don’t reward player after beating each level?

Too much of blood screen/screen shaking is bad. All it does it irritates player and prevents rapid understanding of the situation. BFE fixed that somehow by adding attack indicator but blur after hit is still too big.

Versus multiplayer need to be more balanced to be played more often. I often have feel that weapons are just thrown in multiplayer without balancing their dmg to the players. It’s just like: “Damage patterns works well with kleers so they will work with humans too right?”. Every weapon should be more thought out for versus so each weapon could find their use. Just like in single player.

No more shortcut secrets. They causes that we can’t have all secrets and again it mess up coop. Also as I said, killing loads of enemies is Serious Sam’s core feature. Why would we want to skip opportunity to kill monsters?

Smoke in BFE. It so bad idea that I don’t even speak about it.

Having only Egypt themed maps is seriously boring. I like Egypt since it isn’t used often in games but game have to offer greater diversity of setting to be less boring. This one of the major reasons I like TSE more than TFE.

No more invisible walls like in Serious Sam 2. We really do not like them. Fortunately, they are no more in such amount in BFE. But if you don’t want player to go somewhere just put there a goddamn obstacle!

Xbox (not HD) version have a lot of new awesome things (maps, soundtracks, cutscenes). And HD versions which were made after releasing this version didn’t have these things. PC players didn’t have opportunity to enjoy them. Simple question why do not give them this opportunity in HD versions?

Don’t fuck with nostalgia in remakes. Changing even small things if we aren’t sure that change is good isn’t good idea (Xbox stuff were really cool). Of course you can add more stuff, it’s nice bonus, but don’t you dare to delete old content (lack of Red Station in SSHD *sniff*, lack of some maps in Xbox not HD version *sniff*). In TSEHD Zorg have different sounds. Players remembering old Serious Sam didn’t like them no because they were bad but because they were different from original (special mention deserve the horrible appearance of Mighty Marvin in SSHD which was simply worse from original design). But if you not making remake you can change a bit more (Serious Sam 2 Bio mechanoid is awesome).

I’m not sure if making enemies immune to some weapons is good idea. All it only limits the ways of beating the enemy.

Funny enemies = bad. Another big reason imo fans did’t like Serious Sam 2. All humor comes from Serious Sam one-liners, cutscenes or funny actions in game. Adding funny creatures is overdoing which breaks immersion. Enemies just have to be scary or at least badass.

Each attack have to be predictalbe. Another reason SS2 wasn’t liked. There was many flying enemes wich have way too random movement. It really pissed off player (or at least me).

HD versions bring new bad thing. “Slippy” movement. In previous games you have more control of your character. Now in HD version and BFE (less noticeable but still) enemies can push you and you fly away like ice cube. Enemies movement is more annoying and unpredictable too. For example kleers now tend do slip when they try jump on you and there is obstacle (for example corner of column or wall). Then they gain speed and fly away behind you. This is very annoying and there is no way you can avoid their attack if there is more enemies. Please less annoying, slippy movement.

Another post-HD version bad feature. Camera. When we use elevator or stairs and going up we have feel that something heavy jumped on Sam’s back. However when we go down Sam suddenly becomes two times higher. Camera have to be more static especially for such fast game.

Many gamemodes is good thing but with small community it causes that it’s hard to find anyone to play because everyone want to play different gamemode. In this case smaller but more polished amount of gamemodes is imo better choice. You can also give rewards for playing each gamemode (something like new player models, because achievements isn’t enough) so people want to play them.

Payable DLC with new content isn’t good idea. They cause that players that have DLC and players that doesn’t it have less players to play with. It especially hurts when game community is small. As we know SS doesn’t have large community (at least playing multiplayer) and this dealings killing multiplayer even faster.

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]]>https://majan22.wordpress.com/2012/08/28/lets-get-serious/feed/0majan22Cool guys don't look at lighting!Moar Love 4 Deadhttps://majan22.wordpress.com/2011/12/06/moar-love-4-dead/
https://majan22.wordpress.com/2011/12/06/moar-love-4-dead/#commentsTue, 06 Dec 2011 19:50:06 +0000http://majan22.wordpress.com/?p=1030Left 4 Dead 2 is one of my favourite games. Fast action, lots of enemies, great characters and OMG GUYS IT’S GAME ABOUT ZOMBIES! Ihmo sequel have worse climat than first Left 4 Dead but however added many things that improve gameplay. And we know that gameplay is the most important (it’s what games are all about right?), so we can forgive you Valve. But still there is plenty of things that can be added or fixed (as always, which is good and bad thing at the same time c:), so take a sit (if you haven’t already) and enjoy reading.

MOAR LOVE 4 DEAD

Why it isn’t in game?

Sometimes when you play with random people its hard to communitace even if you have microphone. That is so because of two reasons: they don’t understand you lagunage or/and they type of players which totally ignore chat (also l4d is waaaay too fast game to use chat). So imo there should be added one more feature. If we look at some interesting item and we use “Look!” voice command, teammates, which can take this item, could see hint with arrow where this item exactly is. It works like hints for new players. This feature can be turned off, of course.

Also why we can’t exchange our weapons and other items? There should be option to give our currently held weapon/item to our teammate if he haven’t any or to swap our items if he already have something. So I can give my friend my sniper rifle if I suck at it. This would greatly affect medkit usage. So healing teammate should be shortened or self healing should extended. And maybe giving/swaping items should take some time (like healing). This would create the possibility to choose between faster but more risky healing (2 players can’t move) or longer but more safely (only one player can’t move).

Another stupid thing is that we can’t refuse being the Tank. If I know that I will fuck things up I should have opportunity prevent that.

Crawling zombies. I loved these in HL2, why we can’t have them in L4D?

Common zombies have great gore effects, however special infected don’t have them. Why not? And also we need more versions of special infected, so we can enjoy killing female hunters too (however allowing her to kill us could be more enjoyable).

Playing over and over the same campaigns can get boring. Why not give us opportunity to play random maps form every campaign instead of playing one entire campaign? It could be more interesting and we could expierence more often cool maps from less played campaigns. I bet there is some players that doesn’t like a whole campaign but they could enjoy one part of it.

As special infected we should be able to see our Hp even if we beating survivors as hunter, smoker, charger and jockey. I don’t understand why we can’t see it then.

There was update which changed colour of glow of survivors depending on their speed for special infected. These new colours should be added to survivors’s HUD as well.

——

Less exclusives

First of all, L4D2 have more content than it have at the start. But some of the new stuff are campaign-exclusive. It’s bad because these new feature are great but we are forced to play on new maps to use them. There should be less campaign-exclusive content so we can enjoy every uncommon common zombies in any campaign, however zombies not made for the campaign are rarer especially Fallen Survivor (btw it would be good to add script that would spawn it instead of medkit or pills when survivors are at low HP). Also it would be fun to use Explosive Barrels and Foot Lockers in other campaigns too (especially these second). And most dumb thing now, why we can’t use new weapons? Add M60 (I know that some L4D1 maps have it but the rest doesn’t have it) and Golf Club to other maps as well!

——

New special infected

Wow this is really game changing thing. I’m sure that such won’t happen right now now but if there will be new game form L4D series it could be fun.

Poisoner

Vomits poison which cause survivors to have “black&white screen” for short period of time

Comment: It’s just boomer with new powerful vomit (lol it sounds weird). It will be great with normal boomer and his horde or with other special infected. His vomit color could be red.

Gooker

Shoots goo which slows down survivors

Comment: Diferent version of Spitter. Goo works similar to Spitter’s saliva but instead of dealing damage it slows down. It have diferent colour and instead of sizzle it’s bubbles. However his/her goo isn’t so big as Spitter’s saliva, although it can shoot 3 times with small delay.

——

More uncommon common

Uncommon common zombies are amazing! There should be more of these, we have to have something to shoot at. Normal zombies become boring as fast as they die (heh). However most of these new zombies shouldn’t interest in attacking fallen survivors (just like bot Tank).

Half-Infected Smoker

Emitting a cloud of smoke when killed

Comment: Little brother of normal infected zombie. Could be effective in large groups (we have to have new campaign with this moment!). Killing this zombie with buttstock or with Nightstick (and other melee weapon which doesn’t make open wounds) won’t cause explode.

Exploder

Explodes on kill dealing damage to surviors

Comment: Something what boomer supposed to be (with the difference that you can’t control uncommon common). However this version could be useful for surviovrs too, because they can use them to push (and maybe kill) nearby zombies. Also killing this zombie with buttstock or with Nightstick (and other melee weapon which doesn’t make open wounds) won’t cause explode.

Mud Boomer

Explodes with mud on kill

Comment: This one is mix of Mud Men an Boomer. This one would cover whole screen with mud when survivor kill it near himself. Killing this zombie with buttstock or with Nightstick (and other melee weapon which doesn’t make open wounds) won’t cause explode.

Half-Infected Spitter

Drops Spitter’s saliva on kill

Comment: Another little version of normal infected zombie. This one could make survivors to don’t stick in corners too. Killing this zombie with buttstock or with Nightstick (and other melee weapon which doesn’t make open wounds) won’t cause “spill” of the saliva.

Half-Infected Gooker

Drops goo on kill

Comment: Another small version of infected zombie. Killing this zombie with buttstock or with Nightstick (and other melee weapon which doesn’t make open wounds) won’t cause “spill” of the goo.

Screamer

Screams on any hit he takes, which causes survivors to short deafness

Comment: Yes already use for this zombie! It won’t deaf you if you kill him form suitable distance (his scream have a little bigger range than boomer’s explode effect). If you kill him with normal gun he won’t scream but if you only shot him nad not kill him he will deaf you (hitting him with buttstock is safe though).Also any melee kill (unless it was decapitation) will make him scream too.So stay away from him!

Half-Infected Boomber

Explodes with vomit on kill

Comment: Propably op and it wouldn’t appear on versus but we like challenges right? And as always killing this zombie with buttstock or with Nightstick (and other melee weapon which doesn’t make open wounds) won’t cause explode.

Half-Infected Poisoner

Explodes with poison on kill

Comment: This one could be even more op and again I’m not sure if it should appear on versus mode. Killing this zombie with buttstock or with Nightstick (and other melee weapon which doesn’t make open wounds) won’t cause explode.

More types of fallen survivors

These new variants are able to drop not only medkits, pills, pipebombs and molotovs upon their death

I really like secrets in games. L4D is rewarding for searching for items but imo it should rewarding it even more, so people would be encouraged to look for new tracks. Also we need some new rewards that means some new items!

New items

Bored of finding old stuff? Here some new:

Ammo Packs (works as Fire Bullets and Explosive Ammunition but if deployed it creates normal Ammunition piles which can be use once per survivor)

Fixed Weapons Kit (takes medkit slot, allows you to set Minigun or Heavy Machine Gun whenever you want, however these versions have limited ammo but you can refill it with Ammo Pack [takes one pack to fully refill ammo]. Also zombies can destroy it, Tank can do it with one hit).

Bile Can (mix of Bile bomb and Gas can, when you shoot it, it spreads Boomer bile which attracts zombies to one place)

Syrup (Takes Pills slot. On use heals for 25hp and gives one more life if you have black and white screen. HP gained form syrup fades over time)

Already set up Fire Bullets / Explosive Ammunition (because not always we want to drop our medkit just for picking it up again but if it’s already set up we can always grab it)

Pills piles (Someting like Ammunition piles but instead of ammo it gives hp also same reason as above)

New foot lockers

Foot Lockers are cool thing and now they are even more cool. It is so because they can be found as reward for seekers in every campaign and we have new types of Foot Lockers. Now they can contain too:

I remeber that when I played campaign on advanced difficulty with my friends, first time when we met Tank we were totally disappointed how easy to beat he was. And when we turn it to expert it was too hard to do anything (my friends aren’t such pro unfortunately) so we can’t met any Tank. Also I feel that witch is too weak as well. All you have to do is have a shotgun… Imo you guys could rethink these nerfs (at least on campaign mode) and difficulty levels.

——

This would make sequel

Title sounds promising, isn’t it? L4D is all about replayability since you have to play the same maps over and over. So I thought that L4D could use from more random maps. L4D2 have make step in this way but unfortunately did not go far. I will I explain my ideas on these high quality pictures:

Mirroring and reversing

By this simple “systems” we now have four maps instead of one. Nice but we can do more.

Rotating

This feature would work well on maps with plenty of closed spaces. However it could work well on others too. I know that you are fascinated but hold on, it is not end yet:

Local mirroring

This one would mix the most. With previous ideas, day cycle, more weather types (not only rain, maybe fog?) and extended version of L4D2 “dynamic maps” we would have large amount of map variants. These features would make maps more unpredictable and thus more replayable and less boring. Of course this would impose a way of mapping but imo it would be extremely profitable.

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]]>https://majan22.wordpress.com/2011/12/06/moar-love-4-dead/feed/3majan22LOUIS!!! CATCH THE PILLS!!!mirroring and reversingrotatinglocal mirroringPerkshttps://majan22.wordpress.com/2011/09/21/perks/
https://majan22.wordpress.com/2011/09/21/perks/#respondWed, 21 Sep 2011 13:58:06 +0000http://majan22.wordpress.com/?p=884New weapons bring to TF2 really cool thing. Customizable gameplay. Modern games seems to moving in this direction too (what is not surprising, because its always better to have to choose from). Sadly in TF2 passive stats, which relate to the player, are bind to weapons and by what we have so many melee weapons. Perks would free us from melee weapons, make gameplay even more customizable, make more tactics and unique sets.

PERKS

Main assumptions

We have new slots for perks

Perks can be crafted (there would be new slot token) and also they can be dropped

Some perks are class exclusive and some perks are gamemode exclusive

Some perks would replace some weapons or sets effects

——

Primary perks

Health booster v1

Payload perk

+100 faster healing speed from bombcart

Lack of ammunition and metal supply

Comment: It is good when we have medic and we don’t have problem with amunition. Also spy’s watches can’t be recharged by carts with this perk. “+100 faster healing speed” means that it will heal like lvl3 dispenser (20hp/s).

Health booster v2

Payload perk

Bombcart can overheal

Lack of ammunition and metal supply

Comment: It is good when we don’t have medic and we don’t have problem with amunition. Also spy’s watches can’t be recharged by carts with this perk.

Damage booster

Payload perk

If user is pushing cart for more than 6 seconds he gets minicrits

Lack of health, ammunition and metal supply

Comment: It is good when we have medic and we don’t have problem with amunition but want to hurt our enemies harder. Also spy’s watches can’t be recharged by carts with this perk. Minicrit boost continues until you go away from cart.

Pills here!

Primary perk

+50% health from packs on wearer

-75% health from healers on wearer

Comment: Stats teaken from Back Scratcher but imo they could work for every class.

——

Secondary Perks

Killer’s medkit

Scout secondary perk

On kill: A small health pack is dropped

25% explosive damage vulnerability on wearer

Comment: Just simple stats transfer form Candy Cane to new perk so we can have more unique sets.

Triple Jumper

Scout secondary perk

Grants Triple Jump: The third jump deals 10 damage when used

+10% bullet damage vulnerability on wearer

Comment: Again simple stats transfer, however this time with diferent drawback.

Double capper

Soldier and Demoman secondary perk

+1 capture rate on wearer

+10% bullet damage vulnerability on wearer

Comment: Guess what? You are right, the transfer! Also maybe this unlock would work with other classes too?

Speed booster

Pyro secondary perk

+10% faster move speed on wearer

+10% bullet damage vulnerability on wearer

Comment: Stats teaken from Gas Jockey’s Gear set.

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]]>https://majan22.wordpress.com/2011/09/21/perks/feed/0majan22Super duper healt booster +100hp only 9001$! Order while reading this caption and get a second one, absolutely free! Saxton approves!Advanced Medicinehttps://majan22.wordpress.com/2011/09/18/advanced-medicine/
https://majan22.wordpress.com/2011/09/18/advanced-medicine/#commentsSun, 18 Sep 2011 11:27:21 +0000http://majan22.wordpress.com/?p=837New secondary medic’s unlock (Quick-Fix), unlike Kritzkierg, not only changed Über effect but also healing mechanic. But what if medic likes this new healing method but he doesn’t like it’s Über effect? We could give medics opportunity to make their medigun more customizable. So they can have faster healing without overheal but with Kritzkierg’s Über effect for example.

ADVANCED MEDICINE

General changes

Secondary unlocks affects only healing method.

Medic gets new weapon slot: primary PDA which is for Backpacks. Backpacks will change Über effects.

Medi Gun + Super Dosis = New unlock, possibility to overheal with Megaheal Über could be much better with heavier classes than with nowdays Quick-Fix. Good when we want to cap something but we also want to stay alive longer. Best for capping points. Also remember that Medigun doesn’t have heal rate boost so Über will be weaker compared to Nowdays Quick-Fix Über.

Quick-Fix + Übercannon = New unlock, good when we want to pocketing scout and when we don’t like being killed by Crits. However this Über prevents from capping the points and can’t be used on players with intel.

Quick-Fix + Kritzkrieg = New unlock, good when we want to pocketing scout too but we can cap points then and damage enemies even harder, however this Über is the worst when it comes to survival.

Quick-Fix + Super Dosis = Nowdays Quick-Fix

——

New Über

This idea is from my previous post called New Unlocks but I wanted it to be here as well (because here it can PDA unlock instead of secondary unlock).

Ruhigangriff

PDA unlock

ÜberCharge grants invisibility

Has 25% faster charge rate

Can’t shoot while under effect

Blocks capturing the points and carts while in use

Can’t be used on players with Intelligence

Comment: Perfect for ninja caps also good to beat sentry when you cant beat it with normal ÜberCharge (knockback). With this you just go through sentry farm and destroy all form beind. On collide no slightly uncloak, like spys cloak have. It isn’t any uber double (this isn’t point of this medigun), it’s only “special acctions uber” used less than another ubers.

Crafting is fun. We have it in Team Fortress 2, but we aren’t rewarded by using it. Why? Because it’s hard to craft any specific item cause of lack of blueprints (we even can’t craft some items!). Also they often are too much luck-based. We should have possibility to craft almost all items and make more specific crafts (for higher price of course).

OUTDATED

BETTER CRAFTING

General changes

Some blueprints fits to a few items, so there is some blueprints which require the same items but results are diferent.

Examples:

Fabricate Consumables Token – Tool

Slot token[any]+Slot token[any]=Consumables token[Tool]

Fabricate Consumables Token – Action

Slot token[any]+Slot token[any]=Consumables token[Action]

Smelt Tokens

Slot/Class token[any]+Slot/Class token[any]=Reclaimed Metal

Fabricate Class Token – Multiclass

Class token[any]+Class token[any]=Class token[Multiclass]

——

There is new window where we can can add items that we don’t want to create. After crafting we will lose them but however we can make our craft less luck based. Crafting recipe with one result won’t have this window. Also the more items we added to this window the higher level our item will have.

Valve Studio Orchestra have done great job with music in Team Fortress 2. However we can’t hear much their music in game. Why don’t put in more music? I have some ideas to solve it.

MORE MUSIC

Menu

Every time you start TF2 you hear music. However, only one song plays. Why not loop all songs at the menu screen? Also if you join a server then disconnect, the music in menu doesn’t play, why not play it again? Also why not keep playing music when joing to server?

Spectating

Why don’t put music when we are dead and spectating. These musics could be remakes of orginal musics, like that we hear at tutorial videos. Some people may be annoyed so we should be able to always turn off music in real time (in menu we would change default bind), for example with f6 key.

Respawn

Why don’t put music in respawn? It could be radio on every: resupplylocker or/and locker. But to not affect the gameplay we couldn’t hear music when we are out of respawn. And to add cool efect, volume of music could change when we are farther from radio.

Missing music

Add music from “Meet the Sniper” and songs that I forgot or Community and I don’t know (if any are). Add Ignis Solus music :p.

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]]>https://majan22.wordpress.com/2010/11/07/more-music/feed/0majan22Umc umc umc.New Unlockshttps://majan22.wordpress.com/2010/09/16/new-unlocks/
https://majan22.wordpress.com/2010/09/16/new-unlocks/#respondThu, 16 Sep 2010 19:13:44 +0000http://majan22.wordpress.com/?p=42Unlocks form Valve have showed that Team Fortress 2 have missing weapons (If they have added bow why no add crossbow? Why isn’t there Feign Death with Motion Sensitive watch?). Also I have seen some good weapons in others games that could work in TF2 (of course small or major changes are needed). And some of following ideas were inspired by my ingame experience or by ideas of other players. No matter where the idea come from, imo these weapons could be fun in TF2.

OUTDATED

NEW UNLOCKS

Lemon-Nade

Scout secondary unlock

When used, the player is invisible for sentries but isn’t able to attack

Comment: Used to circumvent sentries but without possibility to assume sentry attention. Also we can’t jump over half of the map with knock back form sentries and we aren’t immune to all damage, so players can still hurt us. Name is from here. Possible skin design.

Black O’Hole

Scout secondary unlock

Creates small black hole which attracts nearby enemies for short period of time

Comment: Grenade which could facilitate escape but also it could have much more applications. Grenade is less effective against heavier classes. It doesn’t deal damage to enemies. This weapon could work as spy secondary unlock as well.Weapon was inspired by Nebula Gravity Grenade from Hard Reset.

Comment: Can burn multiple enemies from distance at one time. Even explode splash will burn enemies. With synchronization with another pyro or with flaregun it could be more deadly than orginal weapon.

Incendiary Cannon

Pyro primary unlock

Shoots explosive projectiles which fly along a parabola and burn enemies on hit

Comment: This weapon is from Fortress Forever. Weapon would be good to burn multiple enemies which are a little further. It would be great for pyros which like using Flaregun. Of course it doesn’t deal as much damage as RL or GL.

Shot-n-Burn

Pyro secondary unlock

Renews afterburn when hit burning players

-50% clip size

Comment: Weapon for pyros which doesn’t like flaregun neither when their victims escapes.

Fire Poker

Pyro melee unlock

Guarantees “Hard Afterburn” on burning targets

-50% damage

Comment:Hard Afterburn is kind of afterburn which won’t put out itself. Medic, water, jarate etc. are still able to extinguish.

Hot assistance

Soldier secondary unlock

Provides an offensive buff that causes nearby team members to burn enemies

Comment: That means any damage dealt while being under effect will also burn enemies. Charges its rage meter with damage dealt, takes 600 damage to fully charge rage meter. Better when team have pyros with Flareguns which can get crits on burning enemies. Why we don’t give this unlock for pyro? Because he wouldn’t be able to do cirts with Flaregun then.

Stickygrenade Launcher

Demoman primary unlock

Grenades stick to most surfaces

Grenades are breakable

Grenades do not explode when someone stepped on them

Comment: For demomen who don’t like when they don’t know where their grenades will go. Also ability to stick gives oportunity to make traps if someone is chasing you and makes grenade jumps more eaisly. Grenades still explode on direct hit.

Bouncybomb Launcher

Demoman primary unlock

Firing 6 small bombs that can bounce once from any surface

Limited range

Comment: This weapon have 4 ammo loaded. It fires at once 6 small spherical bombs (or it can be one but bigger size, it doesn’t matter), that aren’t hitscan but have speed similar to arrows form Hunstman. Bombs explode always after collision with players or buildings. Bombs explode after x seconds to limite its range. After bounce they recive additional seconds until explode. Weapon is much weaker versus heavier classes and buildings but it’s easier to use against scouts (worst demoman enemy). Is so because the enemy will have to deal with faster bombs, which the direction of flight is hard to determine because of bounce. Weapon is similar to shotgun because it bombs do not fall (unlike arrows), reloading is the same (reloading shot after shot, not all magazines unlike SMG for example). Weapon was inspired by Nailgun form Quake 3 Team Areana/Quake Live. Damage (and maybe reloading speed) should be determined after testing but imo it should be decreased a little. Weapon is a replacement of Grenage lachuner not Stickybomb Launcher.

Scottish Essentials

Demoman primary unlock

+25 max health on wearer

Makes sticky bombs explode on colide

Comment: Something like Ali Baba’s Wee Booties for real Demoman, not Demoknight. Normal Demonen using only Stickybomb Launcher likesadditional hp from boots, but second advantage is worthless when Demoman isn’t using any shield. When bombs are glued they do not explode on colide.

Oldbomb Launcher

Demoman secondary unlock

+15% projectile speed

Shoots can’t be charged

Bombs doesn’t stick to walls and ceilings

-2 ammo loaded

Can lay up to 6 bombs at once

Comment: We can’t charge our shoots but bombs fly farer (with “+15% projectile speed”). It’s worse for defenders but better for attackers. Weapon for demomen who remember Team Fortress Classic. Remember that bombs still sticks to floor and we can still preform sticky jumps.

Comment: Almost always we mustn’t protect more than 2 or 3 places, so let’s make protect of 2 or 3 pleaces easier. “Detonates stickybombs near crosshair” so its works like Scottish Resistance. Bombs are bigger so it’s easier to destroy them. For those who like SR but doesn’t like big amount of bombs.

Multi Launcher

Demoman secondary unlock

Holding primary fire doesn’t launches the bomb farther but launches up to 4 bombs at once

Maximum charge time is now 6 seconds

Bombs can be destroyed by explosives

The more bombs were fired the longer arming time will be

Comment: Simple unlock but could be fun.Maximum charge time of stock Stickybomb Launcher was 4 seconds.

Reusablebomb Launcher

Demoman secondary unlock

Holding primary fire doesn’t launches the bomb farther but makes it can be detonated up to 4 times

Can lay up to 12 stickybombs at once

+50% slower firing speed

Maximum charge time is now 6 seconds

0.8 sec slower bomb arm time after first detonation

Comment: For demonen who likes to defend but doesn’t like Scottish Resistance.After detonation bomb have to arm again to detonate it. We can have only 12 bombs out (but bomb-meter takes into account how much bomb was charged so we cant have 12 bombs chared to 4 detonations). However if we charge bomb to 4 detonations and we shoot it we still have 7 bombs in magazine. First bomb detonation have normal arm time so we can still preform sticky jumps . We can’t defend with this unlock many places but you don’t have to put new stickybombs after every detonation. Also it could be useful in attack if used properly.

Mine Launcher

Demoman secondary unlock

Launches sticky mines which explode when enemy gets near them

On direct hit bombs sticks to enemy

Shoots can’t be charged

-25% Projectile speed

-2 ammo loaded

Can lay up to 6 bombs at once

Bombs can be destroyed by explosives too

3 seconds of priming time

Comment: This weapon was inspired by Proximity Launcher. Bombs/mines explode when enemy gets near them so you can’t detonate bombs manualy (expect when you want preform sticky jumps, we can detonade mines near us). On direct hit bombs sticks to enemy. Only one mine can stick to enemy at one time. Mine sticked to enemy and explodes after 8 seconds dealing 100 dmg. Also holding primary fire won’t launch bombs farther. For players who doesn’t like normal Demoman gameplay, maybe with this weapon they will start to play Demoman.

Railgun

Engineer primary unlock

Weapon fires projectiles which can be charged

Comment: Weapon for Engineers who thinks that shotgun is boring weapon. When shot is fully charged it makes explosive which can hurt multiple enemies. Also it can be used to preform Railjump. Weapon is from Fortress Forever.

Repairing Pistol

Engineer secondary unlock

Allows to reapair buildings from distance

Comment: Reapairs as fast as Wrench (it have that same rate and uses same amount of metal). It doesn’t deal any damage to buildings neither players. Projectiles have speed similar to Righteous Bison ones.

Miniteleport Launcher

Engineer secondary unlock

Launches miniteleport that can teleport only engineer who shooted it.

Comment: Example picture. Weapon for combat (or even ninja) engineers who don’t want moving their buildings. Miniteleports have a similar trajectory to jarate (they only differ in that: they bounce from every surfaces like sandvich). After shoot we just have to click M2 (we can do it even with other weapon) to teleport there where miniteleport hadlanded. Minitelepors are destroyed after use so we have to shoot another when we want teleport again of course we can shoot it only after cooldown (similar to sandvich or jarate one) . We have to wait a while to use miniteleport after we shoot because it have to arm. Mini-teleports are being destroyed when engineer dies. Also we can use it to quickly come back to our sapped buildings. Miniteleports can be destroyed by enemies. We can still build our normal telepors when we have this weapon equipped. May this unlock would be good as Spy PDA2 unlock too.

Bodyguard

Engineer secondary unlock

+25 max health on wearer

No slowdown while moving buildings

Comment: Something like Darwin’s Danger Shield for combat engineers who often moving their buildings.

Healing Wrangler

Engineer secondary unlock

Enables manual control of own Dispenser

Comment: Alows to give: health points plus ammo (M1) and metal (m2) to far away located teammates. While in use teammates near dispenser can still get health/ammo/metal. Dispenser don’t have shield while in use (but maybe it should have it). Heal rate still depends on dispenser level. There is no heal rate boost because this probably would be OP.

Wallhack Banner

Engineer secondary unlock

While the buff is active, the user and nearby teammates see all enemies and their buildings behind walls

Comment: It works like Cart on Payload and Payload Race maps. We can’t see cloaked and disguised spies.We are also able to see their healt and thus degree of Ubercharge meter. Other possible charge sources:damage dealt by enginner, reapairing of buildings, using teleport by teammates, healing teammates.

Speed Banner

Engineer secondary unlock

While the buff is active, the user and nearby teammates gets speed buff

Comment: Item was inspired by Jump Pad (aka Man Cannon). Instead of two teleports (in, out) we have two jump pads (forward and up). Comparing to orginal form Fortress Forever one pad can launch user up too. This unlock takes place of teleportes which are completely useless in competitive. Building is useful on FFA too but we still have points to use teleports. Costs 125 metal to build. We can build only two pads at one time.

Comment: We lose primary weapon but we can always stay near our patient. However when he dies we are defenseless. It makes pocketing other classes more resonable.

Flüchtling

Medic primary unlock

Slows down enemies on damaging hit

-1 health drained per second on wearer

-25% damage done

Comment: Medic is Support class so let him support. Blutsauger or Syringe Gun wont help you teammate much. This could help him more. Also easier to escape with it.

Ruhigangriff

Medic secondary unlock

ÜberCharge grants invisibility

Has 25% faster charge rate

Can’t shoot while under effect

Comment: Perfect for ninja caps also good to beat sentry when you cant beat it with normal ÜberCharge (knockback). With this you just go through sentry farm and destroy all form beind. On collide no slightly uncloak, like spys cloak have. It isn’t any uber double (this isn’t point of this medigun), it’s only “special acctions uber” used less than another ubers.

Crossbow

Sniper primary unlock

Faster projectile speed

Damage increases with number of bolts in victim’s body

No need to charge shots

Slower reloading speed

No headshots

Comment: Weapon for bodyshoters. Bolts are faster than arrows but aren’t hitscan. Reolading is slower that because to balance lack of charging shots (always inflicts greatest damage). Weapon was inspired by Railgun.

Cupwondo

Sniper secondary unlock

Coated enemies are slowed when they are under fire

Also handy for putting out a fire

Comment: It have coffee cup model from meet the snpier. Better for faster classes than jarate. Weapon could work as heavy’s secondary weapon as well but thenNatascha would have to have completely different properties. Maybe it would be better as spy secondary unlock?

Dangerous Denaturant

Sniper secondary unlock

Ignites coated enemies when they are under fire

Also handy for putting out a fire

Comment: Another jarate-like weapon. Better if team have Heavies cooperating with Pyros who can get critical hits from Flaregun or Axtinguisher. Afterburn takes as much time as normal afterburn from flamethrower.

Camera

Spy secondary unlock

Does stun flash

Removes disguise after use

It have cooldown after use

User can’t do damage to dazed victim

Comment: Not versus buildings unlike orginal Spy secondary. Stun lasts time much shorter than usual Sandman stun but its still usefull. Also its normal type of stun (victim can still walking). “User can’t do damage to dazed victim” means that only person who dazed victim, can’t do damage to this enemy (only while victim is under effect, when stun ends we again can hurt enemy), teammates can do everything as usually. I added it because without it this weapon would be op. To stun enemy he must be in front of us and flash must be at short distance. This unlock may be good as scout’s secondary weapon too or should replace Sandman’s ball either maybe it should be spy’s primary unlock.

Airblaster

Spy secondary unlock

Allows user to push enemies and destroy their stickybombs without loosing disguise

Comment: Weapon that will help spy to get rid of pyros and destroy sticky traps. Frie rate same as flaregun. Sentries are removable by sappers in easy ways, so why do not let spies to remove sticky traps too?

Hack and Wrangler

Spy secondary unlock

Allows user to take control over enemy’s sentry

Shooting with sentry decreases it’s hp

Sapped dispensers and teleportes will look l like unsaped for all enemies excluding building owner

The Sentry Gun gains double firing rate

-100% damage done to sentry

-60% damage done to teleportes and dispensers

-50% hp for sapper

Setting sapper on sentry takes 4 seconds

Can sap only one sentry at one time

Comment: After we place sapper on sentry, we have joystick in secondary weapon slot which is used to take control over sentry. It works like Wrangler but without shield. Enemies can unsap with wrench or homewrecker (even wrench will do it with one hit). Engineer is alerted when his sentry is being sapped. Sapped teleports will look like as they were working but they won’t teleport (enemies will waste time trying to teleport). Sapped dispensers too but they wouldn’t heal/give ammo/give metal. When spy dies sapper is not destroyed but remember sapper won’t hurt sentry because we need to shoot to do it. Also “shooting with sentry decreases it’s hp” doesn’t allow spy to shoot it too long.

Radar

Spy secondary unlock

Allows spy to put radar on one enemy at once which allows us and our teammates to see enemy behind wall for 15 seconds

Comment: Something like Fan O’War but instead of minicrit damage we can see enemy just like cart on Payload or Payload Race maps. Doesn’t remove disguise.

Kaboomotron

Spy secondary unlock

Alows spy to put one explosive, without loosing disguise, which works same as normal sticky bomb

+25% explode radious

1 sec slower bomb arm time

Comment: For spys that plan their exscape ways. They can put this bomb around the corner and then trick enemies to make them go there. To detonate bomb we must have this weapon in hands and click M1 (not M2 because it cloaking us). Bombs are renewed after 30 seconds just like sandvich. Bombs can be destroyed as usual stickybomb. Wa can lay up only one bomb/C4 at once.

Heart Opener

Backstabs infects the victim after 4 seconds

Poison makes enemy’s HP decreases to 1hp within another 4 seconds

Does not remove disguise on a successful backstab

After 12 seconds healt points are being restored

Comment: Tweaked version of Heart Opener from Advanced Weaponiser. This version makes spy have to work with someone else to make this weapon really effective. Backstabed player can still survie even without medkit or medic when spy died and hadn’t teammate. Also instead of decrease to 1HP it could decrease to 10% of max hp.

Stab-n-Away

Spy melee unlock

Instant Cloak upon backstab

Comment: Another weapon taken from AW. Weapon can be really healpful in killing enemies one by one but it’s totally useless with DR.

Quick Murder

Spy PDA2 unlock

Cloak Type: Speed boost

133% speed while cloaked

+100% jump height

+40% cloak regen rate

Lack of invisibility

Has faster Cloak consumption (6 seconds)

Cloak meter can’t be refilled by ammo sources

Comment: This unlock would drastically change the spy gameplay. You no longer hide like a coward you are now lethal predator! It would great for hit and run tactic. It’s also good in quickly catching the enemy. However can’t be used so often as other watches, it’s one way ticket. Could be good with L’Étranger.

Dead and Dagger

Spy PDA2 unlock

Cloak Type: Feign Death with Motion and Proximity Sensitive

+60% cloak regen rate

While standing still with cloak on, no decrease of charge

If you are close enough to an opponent with cloak on, no decrease of charge

Has faster Cloak consumption (6 seconds)

Can only be activated when it is fully charged

Cloak meter can’t be refilled by ammo sources

Uncloaking will lower the Cloak meter to 40% if above that amount when uncloaking

Comment: True mix of Dead Ringer and Cloak and Dagger which is better and easier for newbie spy’s learning Feign Death but it’s worse at beating greater distances. Charge won’t increase when stand still, unlike Cloak and Dagger, it only won’t decrease when stand still. It won’t decrease while you are close to opponent too, so you can slightly change you position. It’s have new watch sound which is quiter than DR because with this watch we should be able to decloak directly behind enemy’s back. Weapon is great for players who remember old TFC Spy gameplay (feign dead and wait). Good with L’Étranger.

Turtletron 9001

Spy PDA2 unlock

Cloak Type: Reduce damage with intangibility

While cloaked: Reduces damage and subsequent damage received to a fraction by 90%

While cloaked: Makes the user immune to afterburn, blood effects and every curse (jarate etc.)

While cloaked: User can go throught enemies

+60% cloak regen rate

Lack of invisibility

Can only be activated when it is fully charged

Has faster Cloak consumption (4 seconds)

Cloak meter can’t be refilled by ammo sources

Uncloaking will lower the Cloak meter to 0%

Can be only used while being under disguise

Comment: Very useful when enemy team have good spycheckers. We can trick them assuming damage in reduced quantities “Hey! You have shooting me much and I’m still alive, I’m teammate” and by going through enemies. However its harder to get behind enemy’s line because of lack of invisibility. Good with L’Étranger. Watch starts to consume cloak when we we draw it, no when we start taking damage.

ALL NUMBERS CAN GET CHANGED. THESE ARE ONLY PROPOSALS, IN GAME IT COULD LOOK LITTLE DIFRENT BECAUSE OF BETTER BALANCE. I WANTED TO SHOW BASE OF IDEAS.

YES I KNOW I’M BAD AT INVENTING NAMES. I WILL ONLY CARE IF THEY WILL CHANGE CUPWONDO NAME.

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]]>https://majan22.wordpress.com/2010/09/16/new-unlocks/feed/0majan22God, I hope that texturing and UV-ing it will be easier.Weapon Fixeshttps://majan22.wordpress.com/2010/09/13/weapon-fixes/
https://majan22.wordpress.com/2010/09/13/weapon-fixes/#respondMon, 13 Sep 2010 18:36:01 +0000http://majan22.wordpress.com/?p=10http://tf2stats.net/weapons/

Now you can see that some items are just upgrate, comparing to orginal weapons, or are just useless. UNLOCKS WERE TO BE ALTERNATIVES. All orginal weapons were good. Now some of them, comparing to new, are not.

OUTDATED

WEAPONS FIXES

Pistol – only ammo change:

*ammo carried is now 48 for scout and engineer too

Comment: It means that you can maximally hold 5 magazines of this waepon. For scout is little buff for engineer is bugfix (seriously for what he have 200 ammo carried?). But don’t worry about enginner, he still will be able to spycheck with pistol because he have dispenser.

Holy Mackerel – weapon without any new properties? wtf?!:

*On Hit: rejects the enemy at great distance (similar as FAN’ rejects)

*Attack interval same as KGB

Comment: Weapon already differs from the original. Also it fits to new scout set, that is based on having enemy at longer distance comparing to other scouts gameplays. Also remove that gey hit-meter and FISHKILL.

Direct Hit – only one thing with that weapon is bad:

*Airshots damage boost occurs when victim is in midair and at a height above the second jump of scout.

Comment: Nowdays airshots arent true airshots.

Battalion’s Backup – cool sounding ability but not so good in practice:

*Provides a defensive buff that protects nearby team members from crits, blocks 40% of incoming damage and also makes immune to afterburn, blood effects and every curse (jarate etc.).

Comment: Increase of damage reduction from 35% to 40% and also added immunity to any damage over time and any curse. Also it needs new sound (maybe a little shorter).

Concheror – another cool sounding banner which is useless:

*While the buff is active, the user and nearby teammates are healed for 40% of the damage they deal. It can overheal too.

Comment: Increase of damage healing effect from 35% to 40% and now we can get overheal (which is really big thing).

Mantreads – there is any reason of using it?:

75% reduction in push force taken from damage

*Deals 5x falling damage to the player you land on

Comment: From 3x to 5x falling damage.

All soldier’s backpacks – tiny fix:

*Teammates can see how much rage is charged

Comment: It works like Medic and Ubercharges percent of charge, seen while crossair on him. Helpful for medics they will now know who they should heal most.

Equalizer – it should be weapon for escape (nerfs shown that but hadn’t helped much). My idea:

*Move speed increases as the user becomes injured

*M2 allows you to turn on blocking healing

*50 % damage

Comment: I know that orginal idea equalizer wasn’t for escape but soldier need this and people using this in that way. Also imo valve add speed boost because they want soldier to be demoknight double, but people aren’t using this weapon in this way so… now we will have reason to use shovel again.

Comment: It wont nerf pyro much but it make them to work faster with Axtinguisher (he will now have 6s to finish victim which is decisively enough. We already killing with Axtinguisher in less than 6 seconds). And we have reason to use orginal axe. Afterburn on Flareguns won’t change.

Homewrecker – good but only if we have engineer:

*100% damage vs buildings excluding Sappers

Damage removes Sappers

*Ignores Wrangler’s shield

*Instantly destroys carried buildings

-25% damage vs players

Comment: New interesting way to use this weapon, but you now have hit sapper twice to remove it.

Sharpened Volcano Fragment – medieval-only weapon

On Hit: target is engulfed in flames

*Afterburn is stackable

-20% damage penalty

Comment: That means multiple hits will make enemy burn longer.

Scottish Resistance – small fix which make it more comfortable in use:

*Bombs near us do not explode when we are detonating other bombs

Comment: This change is for players which are using SR in that way not usual way. One big group of bombs arranged at equal intervals. We can’t camping then but its surprisingly effective gameplay. It is pretty annoying when we are dying from our stickyboms. And I’m asking why you don’t allow to play in other way as comfortable as with well-know tactic? Unlocks were to serve new gameplay styles, don’t they? Change won’t make this unlock OP but will make it more comfortable for some users.

All demomnan’s head-collecting unlocks – little change:

*Teammates can see how many heads you have

Comment: It works like Medic and Ubercharges percent of charge, seen while crossair on him. Helpful for medics they will now know who they should heal most.

Tomislav – one of the best(worst) upgrate weapons

Silent Killer: No barrel spin sound

20% slower firing speed

Comment: Old one can do everything what minigun can but better. And for those who think that Tomislav is ok, here is cool video.

Sandvich – only small/big fixes:

*Stops burning, bleeding, while consuming

Consuming heals user to max hp

30 seconds cooldown after consuming when no full hp

Comment: For what we heal when we still burning or/and bleeding? Also we can’t heal ourselfs with M2, it will only bring our sandvich back.

Dalokohs Bar – someone is using it?

*Consuming makes user able to heal 60% of the damage done for 10 seconds

*30 seconds cooldown after consuming when no full hp

Comment: Mad Milk in sandvich form. More interesting and more useful.

GRU – excellent weapon that is OP in competitive:

+30% faster move speed on wearer

-50% damage done

-6 health drained per second on wearer

*Blocks overheal when active

Comment: We can have overheal while we have this weapon equipped but we have to carring primary or secondary weapon. Overheal is instantly removed when player switchs weapon to melee. That means when medic healing us and we have GRU active we will have 300HP against 450HP. And when medic overhealed us and we have switched weapon to GRU our hp wil instantly decrease to 300HP.

Widowmaker – last buff make this weapon have no real downside

On hit: damage dealt is returned as ammo

No reload necessary

Per Shot: -30 metal

Uses metal as ammo

*Dropped weapons doesn’t give metal

Comment: It’s unfair that we can have metal fromshooting toour enemies and also after killing them we can pickup their weapons for additional metal.

Comment: We can now overheal our teammates with speed of level one dispenser (10hp/s). However remember that overheal on uber will be faster but it will still be slower than normal healing (30hp/s not 302.4hp/s). Also by curses I mean jarate, mad milk etc.

— Medic melee fixes —

Bonesaw:

Now allows you to see an enemy’s health

Übersaw:

On hit: 25% ÜberCharge added

-20% slower firing speed

*Can’t see an enemy’s health

Vita-Saw:

Now allows you to see an enemy’s health

On death up to 20% of your stored ÜberCharge is retained

-10 max health on wearer

[OR]

On death up to 20% of your stored ÜberCharge is retained

*Can’t see an enemy’s health

Amputator:

On Taunt: Applies a healing effect to all nearby teammates

*Can’t see an enemy’s health

Solemn Vow:

When active, 60% slower ÜberCharge drain rate

*Can’t see an enemy’s health

[MAY]*-20% slower firing speed

—

Darwin’s Danger Shield – there is someone using it?

+25 max health on wearer

*User can aim well even if he is under fire

Comment: Now weapon isn’t only for those who doesn’t use secondary weapon.

Enforcer – wtf DR spy buff?:

+20% damage bonus

*-25% cloak on each shot

Comment: Dead Ringer spys are too weak? This change will make this weapon usable with normal watch and C&D but it won’t be pure upgrate weapon even for DR spys.

Conniver’s Kunai – really useless weapon:

*200% slower overheal discharge gained from backstabs

*Max overheal is now 200hp

*We can pickup medkits while overhealed to extinguish ourslefs

Comment: Now heal won’t run out so fast. And pyros wouldn’t be so annoying because we can get medkit.

Comment: More unique stats will make this weapon more interesting. Remember that fallen weapons normally fills approximately 25% of a Spy’s Cloak.

Dead Ringer – one very bad thing about this one:

*Damage reduction is fading over time

*Damage reduction disappears while user is on fire

Comment: We already can kill spy when we detect him. However he can still survive backstab and full headshot because damage teaken to activace watch is still the same.

ALL NUMBERS CAN GET CHANGED. THESE ARE ONLY PROPOSALS, IN GAME IT COULD LOOK LITTLE DIFRENT BECAUSE OF BETTER BALANCE. I WANTED TO SHOW BASE OF CHANGES.

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]]>https://majan22.wordpress.com/2010/09/13/weapon-fixes/feed/0majan22WTF?! It doesn't even crit!Hello world!https://majan22.wordpress.com/2010/09/13/hello-world/
https://majan22.wordpress.com/2010/09/13/hello-world/#respondMon, 13 Sep 2010 16:51:50 +0000http://majan22.wordpress.com/?p=1Hi its my first ever blog. I decided to create it because I want to share with you my ideas about Team Fortress 2. Also I like to write these kind of stuff.

Maybe in the future i will add something else like: reviews of games, my works or other random stuff.